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Polygonal Collision Detection - How to? #95838
10/25/06 00:44
10/25/06 00:44
Joined: Sep 2006
Posts: 32
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swbluto Offline OP
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swbluto  Offline OP
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Greetings everyone. I'm trying to implement collision detection using polygons because the bounding box method seems to allow a too large of area for the weapon's collision(The enemy is the standard witch.mdl and the weapon is a stake with a pretty tight fitting bounding box so I doubt that's the problem), i.e., the stake will be flying about 3 "feet" away from her and they collide and she's dead. That wouldn't happen in real life. So I'm wondering how to set up polygonal detection for the witch. Is there more to it then "My.polygon = on;" in the initialization in the witch's action? Thanks!

Re: Polygonal Collision Detection - How to? [Re: swbluto] #95839
10/25/06 00:48
10/25/06 00:48
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swbluto Offline OP
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swbluto  Offline OP
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I'm also using ent_move to move the stake...

Re: Polygonal Collision Detection - How to? [Re: swbluto] #95840
10/25/06 16:31
10/25/06 16:31
Joined: Mar 2006
Posts: 752
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demiGod Offline
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demiGod  Offline
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You need to use c_move in order to have polygon precise collision.

Re: Polygonal Collision Detection - How to? [Re: demiGod] #95841
10/29/06 00:55
10/29/06 00:55
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swbluto Offline OP
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swbluto  Offline OP
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Yeah, I thought that might've been the problem, however converting the ent_move to c_move on the witch and stake(the weapon) still didn't seem to work, even after putting the "my.polygon = on" on both the witch and stake code. It's as if there's still a bounding box around it.

Here's some more detail on the flying stake; as it's flying, it tilts downward to reflect its falling and flying velocity(I don't think that's the root of the problem since throwing the stake along the side of the witch still outlines the "bounding box" phenomenae.) and the pan is set by the player's pan(my.pan = player.pan) upon its initialization. I could provide some code but I couldn't help but feel that I'd swamp this thread with it: It's quite alot!(Or at least methinks. -) If you'd like a look, please tell what part would help and I could post it.

I'm now testing out the code with a simplified "dummy" coding, a "dummy enemy" of sorts, which still has the c_move and my.polygon = on going on so it's easier to see what's going on.

Re: Polygonal Collision Detection - How to? [Re: swbluto] #95842
11/08/06 16:21
11/08/06 16:21

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Anonymous
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Maybe use c_setminmax on the witch at the start of her action. Same for the stake, if it tilts.


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